better idle check, wait for done generating

This commit is contained in:
MaxRobinsonTheGreat 2024-01-26 15:41:55 -06:00
parent cee25212aa
commit e63b528bba
3 changed files with 19 additions and 9 deletions

View file

@ -165,13 +165,13 @@ export class Agent {
}
});
this.self_defense = true;
this.defending = false;
this._pause_defending = false;
// set interval every 300ms to update the bot's state
this.update_interval = setInterval(async () => {
this.bot.modes.update();
}, 300);
}
isIdle() {
return !this.coder.executing && !this.coder.generating;
}
}

View file

@ -10,6 +10,7 @@ export class Coder {
this.file_counter = 0;
this.fp = '/bots/'+agent.name+'/action-code/';
this.executing = false;
this.generating = false;
this.code_template = '';
this.timedout = false;
}
@ -87,6 +88,15 @@ export class Coder {
async generateCode(agent_history) {
// wrapper to prevent overlapping code generation loops
await this.stop();
this.generating = true;
await this.generateCodeLoop(agent_history);
this.generating = false;
}
async generateCodeLoop(agent_history) {
let system_message = "You are a minecraft mineflayer bot that plays minecraft by writing javascript codeblocks. Given the conversation between you and the user, use the provided skills and world functions to write your code in a codeblock. Example response: ``` // your code here ``` You will then be given a response to your code. If you are satisfied with the response, respond without a codeblock in a conversational way. If something went wrong, write another codeblock and try to fix the problem.";
system_message += getSkillDocs();

View file

@ -34,7 +34,7 @@ const modes = [
on: true,
active: false,
update: function (agent) {
if (!agent.coder.executing) {
if (agent.isIdle()) {
const huntable = world.getNearestEntityWhere(agent.bot, entity => mc.isHuntable(entity), 8);
if (huntable) {
execute(this, agent, async () => {
@ -51,7 +51,7 @@ const modes = [
on: true,
active: false,
update: function (agent) {
if (!agent.coder.executing) {
if (agent.isIdle()) {
let item = world.getNearestEntityWhere(agent.bot, entity => entity.name === 'item', 8);
if (item) {
execute(this, agent, async () => {
@ -70,7 +70,7 @@ const modes = [
active: false,
update: function (agent) {
if (this.active) return;
if (!agent.coder.executing) {
if (agent.isIdle()) {
// TODO: check light level instead of nearby torches, block.light is broken
const near_torch = world.getNearestBlock(agent.bot, 'torch', 8);
if (!near_torch) {
@ -96,7 +96,7 @@ const modes = [
last_entity: null,
next_change: 0,
update: function (agent) {
if (!agent.coder.executing) {
if (agent.isIdle()) {
this.active = true;
const entity = agent.bot.nearestEntity();
let entity_in_view = entity && entity.position.distanceTo(agent.bot.entity.position) < 10 && entity.name !== 'enderman';
@ -174,7 +174,7 @@ class ModeController {
}
update() {
if (!this.agent.coder.executing) {
if (this.agent.isIdle()) {
// other actions might pause a mode to override it
// when idle, unpause all modes
for (let mode of this.modes_list) {